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How do I make a script that enters a pokemon into the pokedex as if you caught one? (So a pokeball appears next to the name of others of its kind in the wild, so I can look at its pokedex entry... so on.)

How do I make a script that enters a pokemon into the pokedex as if you caught one? (So a pokeball appears next to the name of others of its kind in the wild, so I can look at its pokedex entry... so on.)

Is that kind of a script called ever during the normal gameplay? No.
This pretty much answers it; you're going to have to locate the asm routine loaded whenever a pokemon is caught during the battle, which is used to display its pokedex entry (if not caught before already), and use parts of it. No need asking how to do it - it's "difficult" to achieve.

Is that kind of a script called ever during the normal gameplay? No.
This pretty much answers it; you're going to have to locate the asm routine loaded whenever a pokemon is caught during the battle, which is used to display its pokedex entry (if not caught before already), and use parts of it. No need asking how to do it - it's "difficult" to achieve.

Alright :/ I just thought it might be simpler than ASM routines because I was sure there were scripts used in the games that give pokemon the 'seen' flag, so I thought the 'captured' flag wouldn't be far off...

It was just a curiosity on my part; I just changed a little part of my hack so I wouldn't have to do 'voodoo magic' with ASM stuff to do something so trivial.

I've just been getting into creating maps but whenever I do an "inside" map the background is a bright purple instead of the black tiles that I've selected and I'm not sure what exactly is wrong or if its a common error.

I've just been getting into creating maps but whenever I do an "inside" map the background is a bright purple instead of the black tiles that I've selected and I'm not sure what exactly is wrong or if its a common error.

That usually happens when you use the first tile in the tileset rather than the second blank one. Remember, the first tile in a tileset is an undefined tile which is unusable. So always use the tiles that aren't the first one, remember that. ;)

Alright :/ I just thought it might be simpler than ASM routines because I was sure there were scripts used in the games that give pokemon the 'seen' flag, so I thought the 'captured' flag wouldn't be far off...

It was just a curiosity on my part; I just changed a little part of my hack so I wouldn't have to do 'voodoo magic' with ASM stuff to do something so trivial.

Heck, I completely read your script in a wrong way...
I thought you wanted to make an item ball and if picked, it would display the pokedex entry of the pokemon received by talking to that item ball.

But to answer to your question, no, no such thing can be achieve just with one scripting command but somebody should know the ram address where the "captured" data of each pokemon is stored for pokedex. You'd have to locate the ram address used for this pokemon, and set its bit accordingly from 0 to 1. This is best done with assembly, but it's one of the easiest things that can be achieved with it. The only problem is, is there documentation about the ram addresses used for "capture data" of pokedex?

That usually happens when you use the first tile in the tileset rather than the second blank one. Remember, the first tile in a tileset is an undefined tile which is unusable. So always use the tiles that aren't the first one, remember that.

Hi there, I am currently making a ROM with my friend. But for some problem, when I open Advanced text, it gives me this run time 13 error. It says settings.ini is missing. I'm not sure what to do, can someone help me?

Actually, this is one of those rare occasions where you don't need to actually KNOW where the memory is, nor how it is manipulated, as you could modify the existing special to set a species as caught with relatively minimal fuss.

As you may/may not know, it uses a variable to define which species to add as seen to the Dex. It wouldn't be hard to make it use the Most Significant Bit as a "Seen/Caught mode" bit (eg, you want to set Chikorita to seen, you would set it to 0x0098, if you wanted to set Chikorita to caught, you would set it to 0x8098).

It would still require ASM, but at least you don't need to know how to manipulate the seen/caught flags, huh?

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Hi there, I am currently making a ROM with my friend. But for some problem, when I open Advanced text, it gives me this run time 13 error. It says settings.ini is missing. I'm not sure what to do, can someone help me?

Ah! I see your problem, it's because you've either haven't extracted all the files from the .zip file or you have deleted the settings.ini. Remove the Advanced Text folder and re-extract the files from the Advanced Text .zip file.

That should fix your problem, but if it continues to occur... then you probably haven't got the .NET Framework 4 installed, which you can indeed download directly from Microsoft. ;)

Whenever I edit a trainer using PET, the battle theme is that of the Champion, anyone know why this is happening?
Not that it affects anything much, I'm just sick of Wallace popping up whenever I battle a custom trainer.

Whenever I edit a trainer using PET, the battle theme is that of the Champion, anyone know why this is happening?
Not that it affects anything much, I'm just sick of Wallace popping up whenever I battle a custom trainer.

I'm sure there is an easy fix for that... But I'm just going to say: Use A-Trainer. It's far less buggy and is a LOT easier to use.

Does anyone have an ash trainer sprite/ashe overworld sprites I can use?
I need them for my ROM and I can't find them anywhere and I am absolutly terrible at making sprites! (No joke, I am so bad I debated making all the characters stick figures)

Does anyone have an ashe trainer sprite/ashe overworld sprites I can use?
I need them for my ROM and I can't find them anywhere and I am absolutly terrible at making sprites! (No joke, I am so bad I debated making all the characters stick figures)

I seriously just typed "Ash sprites and overworlds" on Google Images and came up with over fifty public sprites that look nice.

There are Ash overworld sprites on WAH's page somewhere too, if you want to look around there.

Is it possible to create a trainer from scratch without editing another one?

You mean a new Trainer Sprite or a new Trainer Data?

For the sprite yup you can definitely do that but it will require Hex Editing and would get complicated. As for a new Trainer Data you can expand it using A-Trainer but it might cause problems in battling.

I'm thinking of hacking my girlfriends flora sky ROM for our anniversary to leave a nice little love message. Something like having a pokemon trainer called 'Puddingfork' that tells her he loves her.

Would this mess up her save? Would it be hard for me to do? Should I just take the easy route and and make the pokemon names spell something out?

This wouldn't be hard to do and I believe that it would do nothing to her save. All you have to do is find the trainer you want to edit on A-Map, then find their script offset, open that offset in XSE, edit what you want to edit, then recompile it and your done.

Quote:

Originally Posted by Ach7AC

Eh... I've been thinking of practicing hacking Emerald in my (unfortunately infinitesimal) free time, but I can't seem to save the maps I edit. Help?

Are you clicking the file>save button? If so, a little bit more info would help, like if your getting error messages or something. In A-Map everytime you switch your map it asks if you would like to save.

Something just screwed up. I have to have a tileset swap between a town and a route, only to have some glitch effects happen when I try to travel to said route (can't post pic because I don't have 15 posts :s):

Problems:
Random invisible walls I didn't make
Houses from the swapped tileset turns glitchy
Some textures vanish
Game freeze

Am I right about why it's been caused? I like the house as it is normally and don't want to change it unless I have to.
edit- It's not to do with seeing tiles change. I expanded the map so you couldn't see anything change ahd trees shift position when you go into the route then back out. The connections are lined up so what's going wrong?

This wouldn't be hard to do and I believe that it would do nothing to her save. All you have to do is find the trainer you want to edit on A-Map, then find their script offset, open that offset in XSE, edit what you want to edit, then recompile it and your done.

Are you clicking the file>save button? If so, a little bit more info would help, like if your getting error messages or something. In A-Map everytime you switch your map it asks if you would like to save.

I try saving, but it does not work. Every time I try to switch maps the program asks me if I want to save or not. If I click yes, nothing happens and I will not switch maps.

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